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A fully-immersive virtual reality setup to study gait modulation

Zitieren Sie bitte immer diese URN: urn:nbn:de:bvb:20-opus-267099
  • Objective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need. Methods: We have developed a fully-immersive virtual reality (VR) environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent (VA) crossing their gait trajectory. We collected kinematic data of 12 healthy young subjectsObjective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need. Methods: We have developed a fully-immersive virtual reality (VR) environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent (VA) crossing their gait trajectory. We collected kinematic data of 12 healthy young subjects walking in real world (RW) and in the VR environment, both with (VR/A+) and without (VR/A-) the VA perturbation. The VR environment closely resembled the RW scenario of the gait laboratory. To ensure standardization of the obstacle presentation the starting time speed and trajectory of the VA were defined using the kinematics of the participant as detected online during each walking trial. Results: We did not observe kinematic differences between walking in RW and VR/A-, suggesting that our VR environment per se might not induce significant changes in the locomotor pattern. When facing the VA all subjects consistently reduced stride length and velocity while increasing stride duration. Trunk inclination and mediolateral trajectory deviation also facilitated avoidance of the obstacle. Conclusions: This proof-of-concept study shows that our VR/A+ paradigm effectively induced a timely gait modulation in a standardized immersive and realistic scenario. This protocol could be a powerful research tool to study gait modulation and its derangements in relation to aging and clinical conditions.zeige mehrzeige weniger

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Autor(en): Chiara Palmisano, Peter Kullmann, Ibrahem Hanafi, Marta Verrecchia, Marc Erich Latoschik, Andrea Canessa, Martin Fischbach, Ioannis Ugo Isaias
URN:urn:nbn:de:bvb:20-opus-267099
Dokumentart:Artikel / Aufsatz in einer Zeitschrift
Institute der Universität:Medizinische Fakultät / Neurologische Klinik und Poliklinik
Fakultät für Humanwissenschaften (Philos., Psycho., Erziehungs- u. Gesell.-Wissensch.) / Institut Mensch - Computer - Medien
Sprache der Veröffentlichung:Englisch
Titel des übergeordneten Werkes / der Zeitschrift (Englisch):Frontiers in Human Neuroscience
ISSN:1662-5161
Erscheinungsjahr:2022
Band / Jahrgang:16
Aufsatznummer:783452
Originalveröffentlichung / Quelle:Frontiers in Human Neuroscience (2022) 16:783452. DOI: 10.3389/fnhum.2022.783452
DOI:https://doi.org/10.3389/fnhum.2022.783452
Allgemeine fachliche Zuordnung (DDC-Klassifikation):6 Technik, Medizin, angewandte Wissenschaften / 61 Medizin und Gesundheit / 610 Medizin und Gesundheit
Freie Schlagwort(e):gait analysis; gait modulation; kinematics; obstacle avoidance; virtual reality
Datum der Freischaltung:23.12.2022
Datum der Erstveröffentlichung:23.03.2022
Open-Access-Publikationsfonds / Förderzeitraum 2022
Lizenz (Deutsch):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International